Professional Documents
Culture Documents
A. Teles Vieira
CITI - Universidade Nova de Lisboa (PORTUGAL)
Abstract
There are several experiences in the framework of serious games. The use of learning badges has
been a recurring in this area. When you are playing there are some elements insusceptible to create
motivation. This can be the case of learning medals (learning badges). These are considered a
premium and are used by students to show that they meet their objectives. For some authors, badges
can provide focus on goals, more challenging tasks, better educational performance, power of choice
and authenticity.
This paper focuses on the controlled experiment in a school with adolescent students. The serious
game "Alpha Patrol" has been tested and analyzed in various aspects. In this case, it is important to
report the analysis done and the results obtained regarding the learning badges.
This paper intends to reflect how the implementation of the learning badges in the serious game may
not be as promising or advantageous as expected.
In this way, the article pretends to show that the effective utilization of the learning badges, as an
object of motivation, may perhaps not be as an agent of motivation as we may think.
Keywords: Serious games, learning badges, experience, motivation.
1 INTRODUCTION
When playing there are some elements precluded to build motivation. This is the case of the learning
badges. These are considered a prize and are used by students to show that they have fulfilled their
objectives. These kind of medals started with the Open Source Community Mozilla Firefox in 2011, the
year in which was launched the first set of badges.
In recent years, many were the badges implemented either by the Foundation Mozilla Firefox, or by
other entities that followed the trend: “the Open Badges framework is designed to allow any learner to
collect badges from multiple sites, tied to a single identity, and then share them out across various
sites, including personal blogs to social networking channels. It is critical for this infrastructure to be
open to give learners control over their own learning and credentials, allow anyone to issue badges,
and for each learner to carry their badges with them across the Web and other contexts.”[1]
The main objective is for each student to use their badges to demonstrate the different goals [1]. The
player collects the badges and puts them in his/her virtual backpack and is then able to show them in
any digital platform as a personal website, social network or on a blog, “a collection of badges can
function as a distributed portfolio that may eventually be accessible from a variety of social media
sites, such as LinkedIn, Facebook, and Google Plus. When badges serve as part of a résumé or
portfolio, they tell prospective employers a more detailed story about the projects and activities that
define a student’s learning, including both the hard and soft skills that were acquired.” [2]
With this "digital backpack" and the demonstration of badges, one seeks to recognize the capabilities
that are not easily assessed on a scale of traditional teaching. These acquired skills are recognized
through the badges and are achieved, most of the times, outside the classroom context.
EDUCAUSE website refers that these medals of learning “offer talking points for a job interview,
opening a friendly dialogue between a manager and an interviewee and allowing the latter to speak
about accomplishments and interests that might not otherwise arise in conversation”. [3]
3 METHODOLOGY
As stated the use of badges can boost the adoption of games in learning. In this paper we present the
serious game “Alpha Patrol”. So, it is important to report the analysis done and the results obtained
regarding the learning badges.
A controlled experiment with the use of the serious game “Alpha Patrol” took place in School EB 2, 3
Filipa de Lencastre in Lisbon. The class, chosen randomly, was the 7ºA with 30 students: 18 students
were female and 12 male students. However, and as the experience took place in the School Library,
4 other students wanted to join the experience: 4 male students from class 7ºC.
First, we asked the students to fill, individually, the original inquire on expectations, game habits, prior
knowledge on the subject and the use of games in the classroom context. It was a short survey with
only 8 mandatory answers required.
After the game – it was used an offline version of the game with the levels unlocked so they could
have a preview at the entire game – the students responded to the final survey. This survey, filled out
individually, aimed to analyze what they had learned, their general thoughts on the game and the
relationship they established with the professors Isabel Alçada and Ana Maria Magalhães’ book. The
final survey was a little more extensive: 30 questions - 29 compulsory and 1 free response question
(and not compulsory) for comments and suggestions.
An essential aspect of this game is the quizzes: small multiple-choice questionnaires that allow the
player to move forward in the game and get the badges related to the question/answer system.
In the construction of a game are several characteristics that may be created and added.
The badges work by learning objectives, i.e., in the badges menu can we identify the badges available
and what the player should do to get them. Therefore, the medals are of different categories, which
recognize different skills of various: exploration, security, speed, combat and knowledge acquired.
This is once again essential for this game to be integrated in the serious game group.
There were created 49 learning badges for this game. For the player to achieve the badges he/she
should follow the indications. The following table explains what the player should do to achieve each
medal:
The Without life Spend 2 hours at any level of the game without
doing anything.
They have sown the wind shall reap the Achieve the armature of wind.
whirlwind
Puts the wax, takes away the wax Attack 20 times without weapon.
Poor in gold but rich in dreams Ending a level without catching treasures
These badges have as objective to recognize competences, “digital badges are a portable way to
recognize achievement; any organization, application, or platform can easily issue and display them.
And organizations that issue digital badges increase their potential impact by reaching new audiences
and providing learning opportunities that can be recognized.” [10]
The use of these custom badges may help to improve the skills of each player. However, it is noted
that badges may recognize the good skills and also recognize the difficulties of the player regarding
the type of game played. For example, if the player takes a long time to a win a level or miss the
questions proposed. In this sense, the learning badges can be used for to study if the player can or
should improve his/her performance in the scope of the game and the set of knowledge acquired in
the game course.
4 RESULTS
After the application of the pilot session and the surveys, the last two questions on the user experience
subject, we asked each respondent to indicate the three strong points of the game and the three
weaknesses of the game within the categories listed: characters, story, game levels, learning badges,
quizzes, animations, struggles, 3D graphics, armours, challenges and robots.
The three strengths identified were: 41.2% (N=14) the armours; 28.2% (N=13) the challenges and as a
third strong point ex exequo, with 35.3% (N=12), were the categories of history, game levels and
quizzes.
The three weaknesses identified were: 52.9% (N=18) to the robots; 47.1% (N=16) to the characters
and, with 38.2% (N=13), the quizzes.
After the results one aspect that deserves consideration is the integration of the learning badges. In
fact, in the conceptualization of the project, when integrating the learning badges as motivating agents,
the research team thought they would be more appreciated. However, it was found that students
considered it a minor aspect in the learning acquisition: despite the initial interest, the players did not
consider the badges interesting enough for collecting. They were more interested in getting ahead in
the narrative of the game.
This aspect forces us to reflect on the reasons that may cause badges not to be considered as
elements of motivation of a serious game. In the specific case of the controlled experiment, both the
lack of visibility of the learning badges in the serious game, or indifference by the possible advantages
of badges may have contributed to the low compliance. The age range can be one of the reasons for
the lack of interest in the acquisition and demonstration of badges. Davis & Klein (2015), about a study
with secondary school pupils, reported that “the youth participants in the current investigation were not
interested in using badges to connect their science center experiences with their school lives, and they
did not want to share these experiences with their friends or family members. They did value the ability
to use their badges in the college admissions process, but they raised concerns that such external
audiences may find it difficult to assess the worth of a particular badge without some level of
standardization in the badge awarding process.” [11]
However, we cannot fail to mention that there is still a way to go when it comes to analysis of the
learning badges as an agent of motivation. Davis & Klein (2015) mention “considerable interpretative
work is required to make sense of badge collections, raising challenges related to validating the
credibility of badges earned in diverse contexts.” [11]
5 CONCLUSIONS
It is hoped that for future investigations, the use of learning badges is deepened in order to identify
elements of motivation in the use of serious games. The use of learning badges depending on the
target audience is to be emphasized. It became clear, however, that the type of usage that may be
developed, is directly related to the audience. As regards, Easley and Ghosh (2016) state that “It is
important to note here that different users may value these badges differently; in fact, it is conceivable
that there are subpopulations of users who value absolute accomplishment more highly than relative
accomplishment, and vice versa. If this is indeed the case, the nature of the user population attracted
to the site may vary endogenously depending on the nature of the reward offered by the site.” [12]
Thus, understanding the relationship between the users and the badges is critical in future studies
“developing such a nuanced understanding of how users value the social-psychological rewards
created by badges is essential to designing effective reward mechanisms for incentivizing user
contribution and participation on the Web.” [12]
REFERENCES
[1] The Mozilla Foundation and peer 2 peer University (2012) Open badges for Lifelong Learning.
Retrieved from https://wiki.mozilla.org/images/b/b1/openbadges- working-paper_092011.pdf.
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Publication Year.
[2] JACKSON, N., (2013) The Developmental Challenge: An Ecological Perspective. Retrieved from
http://www.academia.edu/7794659/The_Developmental_Challenge_An_Ecological_Perspective
[3] EDUCAUSE (2012) 7 things you should know about badges, Retrieved from
http://net.educause.edu/ir/library/pdf/eli7085.pdf.
[4] DICKEY, M. (2005). Engaging by design: how engagement strategies in popular computer and
video games can inform instructional design. Educational Technology Research and
Development
[5] SWARK, C. (2012) P2pu,mozilla, open badges... Oh my!, Retrieved from
http://gamifymyclass.blogspot.ca/
[6] RESNICK, M. (2012) Still a badge skeptic. HASTAC, Retrieved from
http://hastac.org/blogs/mres/2012/02/27/still-badge- skeptic.
[7] ASH, K. (2012). Digital badges would represent students’ skill acquisition. Education week.
Retrieved from: http://www.edweek.org/dd/articles/2012/06/13/03badges.h05.html?tkn=orsf1
[8] ABRAMOVICH, S., SCHUNN, C., HIGASHI R., (2013) Are badges useful in education?: it
depends upon the type of badge and expertise of learner. Retrieved from
http://www.lrdc.pitt.edu/schunn/research/papers/Abramovich-Schunn-Higashi.pdf
[9] EPPER, R., DERRYBERRY, A., JACKSON, S., (2012) Game-based Learning. Retrieved from
https://net.educause.edu/ir/library/pdf/ERB1208.pdf
[10] FINKELSTEIN, J., KNIGHT E., MANNING S., (2013) «The Potential and Value of Using Digital
Badges for Adult Learners». American Institutes for Research. Retrievede from
https://lincs.ed.gov/publications/pdf/AIR_Digital_Badge_Report_508.pdf
[11] DAVIS, K., KLEIN, E., (2015) Investigating High School Students’ Perceptions of Digital Badges in
Afterschool Learning. Retrieved from
http://katiedavisresearch.com/wp-content/uploads/2014/01/2015_CHI_davis.klein_.badges.pdf
[12] EASLEY, D., GHOSH, A., (2016) Incentives, gamification, and game theory: An economic
approach to badge design. ACM Trans. Econ. Comput.